|Sisters of Battle vs Horde Nid.....Who will win!|
Wednesday, June 5, 2013
Tuesday, May 28, 2013
As an example, I will use someone I know and shall call Will. This person was the person that became to define what I came to think of WAAC. This person was so bad that they described sportsmanship in tournaments as "Sportsmanship is about sucking up and telling your opponent you like their paint job, asking them about the tournament so far, yucking it up over your own bad dice and talking about lunch." and had this idea only so he wouldn't lose points in a tournament and have the best chance of winning. I once saw this guy play at a tournament and he made a younger kid cry. The kid had spent his entire game setting up for what he thought was the game ending move. It was something that was against the rules and at the last moment he found out and had pretty much lost because of it. He got a little teary eyed and was visibly upset. At this point, instead of just relaxing and playing through the rest of the game, he is a dick to the kid as he is about to cry and goes about crushing him. The win was so important to him that he didn't care at all if this kid cried or not and certainly didn't care if anyone had fun. He wanted a Win and to go to the next round.
My example of the FAAC player isn't pretty. Just so you know, I used the phrase "Basement Dweller" to try and figure out the guys name and everyone knew exactly who I was talking about. Not a good start for him. He would try to add fluff into any conversation even if it wasn't game related at all. No one wanted to talk to him if they could help it. First time I met the guy, I genuinely felt bad for him. That was when I Started to talk to him and I even played him in a game once. I only ever played against him once. Orks versus Blood Ravens. He brought tactical heavy marines and I brought boy heavy Orks. I don't mind that everything had a story or had some back ground in fluff. It really makes the game better sometimes. This guy used every once of fluff he had to whine about anything he could. 20 boys with nob with Power Klaw kill a 5 man tac squad on the charge and he would use tons of fluff to complain. Something went right for him and he would use tons of fluff to pat himself on the back. Things slowed down to such a crippling pace that I nearly lost my mind in a single game. He lost by quite a bit and the fluff never stopped. Any and all fun was dashed against the rocks in the name of fluff.
Where does that leave the rest of us? That is what I want to spend the second half of this article talking about. I feel we all drop into the realm of gamers and hobbyists. Very few people actually fall into the extreme categories of WAAC and FAAC. Often times these two groups clash over what they want out of Warhammer to a degree. Few people are pure hobbyists or pure gamers. I will use myself and a friend as an example of what the two sides want.
This is Bob. He is a hobbyist. He does things with paint that are amazing. He has several painted armies and tons of highly detailed models. He also will play almost any one once , but he likes painting and the fluff almost as much as gaming. He reads the books, buys the paint books, and generally knows a lot about all things Warhammer. His armies are almost all themed and while they play really well, theme is important. His NorlandEmpire army and Deathwing themed Dark Angels army are his pride and joy. They are both fun to play against and amazing to look at. He is a fun person to have no matter what you are playing.
Neither of us are pure gamers or pure hobbyists. Few people are. Even less people are pure WAAC or FAAC. Next time you want to claim either, think about it before you say it.Trust me, you will know them when you see them.
Wednesday, April 24, 2013
|A good read so far|
Today, I want to talk about my Vampire Counts Fantasy army. It is a themed army. Everything is grave based. It is based of the Idea of the army from the book Dead Winter. I haven't finished reading the book yet, but I know the general idea of what was in the army. Pretty much, the army is made up of zombiefied people who have died from the black plague, a skaven born disease that killed pretty much everybody it could in an attempt to weaken the empire for a rumble from down under. Everything in the army has been modeled to use some aspect of some other army zombified in order to go more with the theme. I can tell you about it all day long, which some people have been hearing about it for years with little to no work done on the army. Here is the end result.
|No black nights, but I need a second group of Crypt Horrors|
Lord & Heros!
Core! (and the problem)
|The three groups in front.|
|Here is an extra 50 guys for summoning fun.|
|2x 6 Crypt Horrors|
Hopefully, this list will be fun and fluffy. The list is tough, but not double terrorghiest/graveguard spam tough. It is based almost entirely on the idea of fluff. I am actually quite proud of it. Magically, it is as caster as vampire count lists often get. +6 to cast and knowing every spell in the army is great for the feel of Fredrick Van Hal I will begin painting it soon. The scheme is black and brown for the common zombies while Fredrick will get painted like a Priest of Morr/Amethyst wizard. Tell me what you guys think.
Monday, April 22, 2013
Here is what I have been working on as of late. Every model has a story
I don't like the Terrorgheist model. I got this one to use as one instead.
|Mr. Fisty Cuffs|
This guy is one of my favorites. He has live goblins for hands.
|Here is the bus in all its glory. This is a single squad with the two additional guys from earlier in the blog.|
This is just a little bit. All I need is another box of ogres for my second squad and that should be all I need for my 2400 point Full Themed army that is pretty fluffy and decently good. Tons of tough units and even a few hammer units. I just really hope people want to start playing fantasy as it is a really great game. Imagine all the fun parts of warhammer 40k with less importants on shooting, more importants on combat, suitable psyker(magic) defense for everyone even without anything psyker, and almost no annoying And They Shall Know No Fear!.
Friday, April 12, 2013
|The real reason the rapture didn't happen.|
How do you make a grappler?
You need a character with a decent attack bonus for grapple and doesn't have alot of required stats. Size is needed so you don't get -4 on grapple. A spiked gauntlet is needed to do lethal damage. Eventually, you will want Enlarge person permanent spell cast on you. Not alot is needed for a good grappler.
|The useless bard|
|The Macho Man Randy Savage!!!|
Wednesday, April 10, 2013
|Look what I got!|
|Chariots and artillery!|
Ok, so that is 1000 points worth of orcs and goblins (minus the orc chariot)
Night goblin warboss: Fencers blades, Glittering scales, potion of stength
This guy is a murderous hurricane. He hits on 3's at int 5 and can wound most things on a 2 for one round. To hit him back, he is WS 10 and has -1 to hit him. He is a dualist type lord. It will be hard for anyone to hit him back for the most part. I may try to switch him out for something else, but for 130 points, he is pretty kick ass.
50 night goblins: Standard, Boss, Musician, 3 fantatics
This one unit is my core. Big block of guys is nice, but the real points in them is the 3 fanatics. Those 3 guys will do 3d6 s5 armor piercing hits to anyone who gets within 8 inches. Really, the core for an all goblin army isn't that good. Sure, I can drop some goblins and take spider riders instead, but they aren't gonna do much better. They won't stand with steadfast and really, they aren't meant to.
6 spear chukka's
3 Wolf chariots
This section is a fun one. The six spear chukka will put a serious hurt on people. Sure, they won't hit alot needing 5's to hit past 24 inches, but with six of them, They should do some work. The wolf chariots are there to hit hard and run. Tons of impact hits and a decent attack, these guys can kill quite a few people. They also bait really well. The only thing I don't know about is do I run these guys. A single unit will see these guys hurt people. 3 separate units can see multiple targets engaged as well as more feints and run away from more fights and try and bait into the fanatics. The downside to fleeing is that with a ld 7 on the general, they might not rally.
2 Doom divers
2 snotling pump wagons
These guys are some nasty customers. The pump wagons do 2d6 impact hits. They are really nice for 45 points. They move 3d6 random distance. This means they charge 5d6 inches (I believe). Cheap, effective, fast. The doom divers are only 80 points and they are nasty. They fire as a stone thrower so scatter 2-10 inches unless they roll a hit. The doom divers can than correct their shot d6 inches. They than do d6 hits at S6 with no armor saves allowed. Drop Knights like a champ. Anyone that needs an armor save will fear these guys, but because of the massive reach of the divers, you really can't avoid them.
Ok, so by now, you might understand the theme of the army. Quick and Hits like a sledge hammer. Even the immobile targets have a range of 48 inches+. the list comes to 8 war machines and 5 chariots. I may try to fit in more speed and guns instead of that horde night goblins. I do have 30 spider riders that will make for a fun little core. What do you guys think?
Monday, March 18, 2013
|Watch for those paper cuts|
|Good luck with Target Saturation|
Sisters of battle have one of the strangest and most difficult choices for target saturation. The tournament army I am running at 1850 has all but 2 units of 10 units costing 175 points. Each and every unit is a particularly nasty threat to everything. The game usually opens with 2 squads of 2 melta, a combi melta, and a twin linked multimelta scouting forward. You can kill them, but than the rending heavy bolters are gonna go to town on you from behind an aegis line. Kill the rending sisters and you have to worry about celestine and her friends running up and hit and run jumping from combat to combat surgically gutting your army. Celestine is immortal, so good luck keeping her down. While you are trying to kill all of this, the forty power armor sisters in rhinos are running around the field clogging the place up and scoring. Often the only clear target is the Excorcist battle tank. I only run one, so shooting it often hurts you more than helps. AV 13 is hard to kill behind an aegis defense line. This presents the problem of what to actually kill first. To make this problem ever harder, a lot of people have rarely seen Sisters of Battle. I have seen two other people play them in five years. The only way to solve this problem is to play against Sisters and most people can't.
|It's power armor but better!|
Sisters of battle are power armor soldiers, but better in an odd way. They are reduced in cost and things like toughness, initiative, and strength to show they are regular humans. They are better because they have something called the Shield of Faith. It is a six plus inv save. Doesn't sound like much, but it really helps. Most weapons that kill marines in bulk are ap3-1. At the same time, most of these weapons are str 6 or higher. This means that such weapons like plasma guns and battle cannons kill less sisters than they do regular marines. Also, Sisters of Battle vehicles die less often then their Marine counterparts. I have had plenty of vehicles actually survive an extra round because they saved a lucky pen or glance that would have killed them. It is random enough that you can't rely on it. Strangely, it is quite encouraging to make a save like this every once in a while. This also means that Sisters are better apt at handling things like Monsterous Creatures and anything with a power fist. Also, things like Mawlocs and Doom of Malantie are not as effective.
|Killing them all with fire|
Sisters of Battle are incredible at overwatch. These girls have killed a lot of people with overwatch. Logan Grimnar has fallen to the flamers of Sisters of Battle. They are a medium to short range army. I run my units to fight specific unit types. The basic Battle Sister squads have two flamers for their heavy weapons because they have so many bolters that go for infantry, so add in more anti infantry to those squads. This also means that while 16 bolter shots go at the enemy for overwatch, 2d3 flamer Hits go to the enemy jsut for declaring a charge. This gets even worse when you add in vehicles as they usally end up charging the rhino (2d3 overwatch hits), destroy it, see the whole squad get out, get rapid fired by bolters and than templated by two flamers. This wouldn't be so bad if you could consolidate against vehicles, but because you can't you are left bunched up in a great formation for max template hits. Than, they get to attempt to finish off the squad charging again.That is just the basic sister squads. Seraphim that I run get 2 hand flamer per models. I run two, so that is 4d3 flamers per charge against them. Add in celestines d3 heavy flamer hits, and you have a ton of hits before a charge. The Wall of Death special rule has made Sisters very tough.
So, to conclude this article, I want to talk of the future. Five games isn't enough to really talk about definites, but this army is by far the my favorite army to play. I am attending the Brawler Bash in april with my Sisters. The tournament has forge world, so I expect flyers to be kept at a minimum because there will be so much Anti Air units. Rending quad gun is all my AA for this event. I will be running 70 armored battle sisters in vehicles. It is a tough list. It is a beautiful army too. I have a good chance to win any of the accolades the event offers. Everything is painted well, so best painted is good, I have never had a problem with sportsmanship (won sportsmen from my first tourney) , I have never done worse than 2-1 at a 3 game tournament and that was with a list that was both weaker and less diverse than this army. I think I can do this.